506 lines
18 KiB
JavaScript
506 lines
18 KiB
JavaScript
/* -------------------------------------------- */
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import { EcrymeUtility } from "../common/ecryme-utility.js";
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import { EcrymeRollDialog } from "../dialogs/ecryme-roll-dialog.js";
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import { EcrymeConfrontStartDialog } from "../dialogs/ecryme-confront-start-dialog.js";
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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export class EcrymeActor extends Actor {
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/* -------------------------------------------- */
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/**
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* Override the create() function to provide additional SoS functionality.
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*
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* This overrided create() function adds initial items
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* Namely: Basic skills, money,
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*
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* @param {Object} data Barebones actor data which this function adds onto.
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* @param {Object} options (Unused) Additional options which customize the creation workflow.
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*
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*/
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static async create(data, options) {
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// Case of compendium global import
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if (data instanceof Array) {
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return super.create(data, options);
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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let actor = super.create(data, options);
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return actor;
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}
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return super.create(data, options);
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}
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/* -------------------------------------------- */
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async prepareData() {
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super.prepareData()
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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super.prepareDerivedData();
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}
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/* -------------------------------------------- */
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_preUpdate(changed, options, user) {
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super._preUpdate(changed, options, user);
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}
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/* -------------------------------------------- */
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async _preCreate(data, options, user) {
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await super._preCreate(data, options, user);
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// Configure prototype token settings
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const prototypeToken = {};
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if (this.type === "pc") Object.assign(prototypeToken, {
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sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
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});
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this.updateSource({ prototypeToken });
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}
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/* -------------------------------------------- */
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getMoneys() {
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let comp = this.items.filter(item => item.type == 'money');
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EcrymeUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getArchetype() {
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let comp = duplicate(this.items.find(item => item.type == 'archetype') || { name: "Pas d'archetype" })
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if (comp?.system) {
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comp.tarot = EcrymeUtility.getTarot(comp.system.lametutelaire)
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}
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return comp;
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}
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/* -------------------------------------------- */
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buildAnnencyActorList() {
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let membersFull = {}
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for(let id of this.system.base.characters) {
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let actor = game.actors.get(id)
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membersFull[id] = { name: actor.name, id: actor.id, img: actor.img }
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}
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return membersFull
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}
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/* ----------------------- --------------------- */
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addAnnencyActor(actorId) {
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let members = duplicate(this.system.base.characters)
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members.push(actorId)
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this.update({ 'system.base.characters': members })
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}
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async removeAnnencyActor(actorId) {
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let members = this.system.base.characters.filter(id => id != actorId)
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this.update({ 'system.base.characters': members })
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}
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/* -------------------------------------------- */
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getAnnency() {
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return game.actors.find(a => a.type == 'annency' && a.system.base.characters.includes(this.id))
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}
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/* -------------------------------------------- */
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getConfrontations() {
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return this.items.filter(it => it.type == "confrontation")
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}
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getRollTraits() {
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return this.items.filter(it => it.type == "trait" && it.system.traitype == "normal")
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}
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getIdeal() {
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return this.items.find(it => it.type == "trait" && it.system.traitype == "ideal")
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}
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getSpleen() {
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return this.items.find(it => it.type == "trait" && it.system.traitype == "spleen")
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}
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/* -------------------------------------------- */
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getTrait(id) {
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//console.log("TRAITS", this.items, this.items.filter(it => it.type == "trait") )
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return this.items.find(it => it.type == "trait" && it._id == id)
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}
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/* -------------------------------------------- */
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getSpecialization(id) {
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let spec = this.items.find(it => it.type == "specialization" && it.id == id)
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return spec
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}
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/* -------------------------------------------- */
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getSpecializations(skillKey) {
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return this.items.filter(it => it.type == "specialization" && it.system.skillkey == skillKey)
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}
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/* -------------------------------------------- */
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prepareSkills() {
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let skills = duplicate(this.system.skills)
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for (let categKey in skills) {
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let category = skills[categKey]
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for (let skillKey in category.skilllist) {
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let skill = category.skilllist[skillKey]
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skill.spec = this.getSpecializations(skillKey)
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}
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}
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return skills
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}
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/* -------------------------------------------- */
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getCephalySkills() {
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let skills = duplicate(this.system.cephaly.skilllist)
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return skills
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}
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/* -------------------------------------------- */
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getImpacts() {
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let comp = duplicate(this.items.filter(item => item.type == 'impact') || [])
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return comp;
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}
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/* -------------------------------------------- */
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getWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
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EcrymeUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getManeuvers() {
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let comp = duplicate(this.items.filter(item => item.type == 'maneuver') || [])
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EcrymeUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getItemById(id) {
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let item = this.items.find(item => item.id == id);
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if (item) {
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item = duplicate(item)
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}
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return item;
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}
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/* -------------------------------------------- */
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async equipItem(itemId) {
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let item = this.items.find(item => item.id == itemId)
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if (item?.system) {
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if (item.type == "armor") {
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let armor = this.items.find(item => item.id != itemId && item.type == "armor" && item.system.equipped)
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if (armor) {
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ui.notifications.warn("You already have an armor equipped!")
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return
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}
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}
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if (item.type == "shield") {
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let shield = this.items.find(item => item.id != itemId && item.type == "shield" && item.system.equipped)
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if (shield) {
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ui.notifications.warn("You already have a shield equipped!")
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return
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}
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}
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* ------------------------------------------- */
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getEquipments() {
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return this.items.filter(item => item.type == 'equipment')
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}
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/* ------------------------------------------- */
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async buildContainerTree() {
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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for (let equip1 of equipments) {
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if (equip1.system.iscontainer) {
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equip1.system.contents = []
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equip1.system.contentsEnc = 0
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for (let equip2 of equipments) {
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if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
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equip1.system.contents.push(equip2)
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let q = equip2.system.quantity ?? 1
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equip1.system.contentsEnc += q * equip2.system.weight
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}
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}
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}
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}
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// Compute whole enc
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let enc = 0
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for (let item of equipments) {
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//item.data.idrDice = EcrymeUtility.getDiceFromLevel(Number(item.data.idr))
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if (item.system.equipped) {
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if (item.system.iscontainer) {
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enc += item.system.contentsEnc
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} else if (item.system.containerid == "") {
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let q = item.system.quantity ?? 1
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enc += q * item.system.weight
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}
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}
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}
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for (let item of this.items) { // Process items/shields/armors
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if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
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let q = item.system.quantity ?? 1
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enc += q * item.system.weight
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}
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}
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// Store local values
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this.encCurrent = enc
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this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
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}
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/* -------------------------------------------- */
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async equipGear(equipmentId) {
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let item = this.items.find(item => item.id == equipmentId);
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if (item?.system) {
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let update = { _id: item.id, "system.equipped": !item.system.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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modifyImpact(impactType, impactLevel, modifier) {
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console.log(impactType, impactLevel, modifier)
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let current = this.system.impacts[impactType][impactLevel]
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if (modifier > 0) {
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while ( EcrymeUtility.getImpactMax(impactLevel) == current && impactLevel != "major") {
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impactLevel = EcrymeUtility.getNextImpactLevel(impactLevel)
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current = this.system.impacts[impactType][impactLevel]
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}
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}
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let newImpact = Math.max(this.system.impacts[impactType][impactLevel] + modifier, 0)
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this.update({ [`system.impacts.${impactType}.${impactLevel}`]: newImpact})
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}
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/* -------------------------------------------- */
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getImpactMalus(impactKey) {
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let impacts = this.system.impacts[impactKey]
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return - ((impacts.serious*2) + (impacts.major*4))
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}
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/* -------------------------------------------- */
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getImpactsMalus() {
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let impactsMalus = {
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physical: this.getImpactMalus("physical"),
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mental: this.getImpactMalus("mental"),
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social: this.getImpactMalus("social")
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}
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return impactsMalus
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}
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/* -------------------------------------------- */
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clearInitiative() {
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this.getFlag("world", "initiative", -1)
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}
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/* -------------------------------------------- */
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getInitiativeScore(combatId, combatantId) {
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let init = Math.floor((this.system.attributs.physique.value + this.system.attributs.habilite.value) / 2)
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let subValue = new Roll("1d20").roll({ async: false })
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return init + (subValue.total / 100)
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}
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/* -------------------------------------------- */
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getSubActors() {
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let subActors = [];
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for (let id of this.system.subactors) {
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subActors.push(duplicate(game.actors.get(id)))
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}
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return subActors;
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}
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/* -------------------------------------------- */
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async addSubActor(subActorId) {
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let subActors = duplicate(this.system.subactors);
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subActors.push(subActorId);
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await this.update({ 'system.subactors': subActors });
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}
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/* -------------------------------------------- */
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async delSubActor(subActorId) {
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let newArray = [];
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for (let id of this.system.subactors) {
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if (id != subActorId) {
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newArray.push(id);
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}
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}
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await this.update({ 'system.subactors': newArray });
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}
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/* -------------------------------------------- */
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async deleteAllItemsByType(itemType) {
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let items = this.items.filter(item => item.type == itemType);
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await this.deleteEmbeddedDocuments('Item', items);
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}
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/* -------------------------------------------- */
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async addItemWithoutDuplicate(newItem) {
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let item = this.items.find(item => item.type == newItem.type && item.name.toLowerCase() == newItem.name.toLowerCase())
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if (!item) {
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await this.createEmbeddedDocuments('Item', [newItem]);
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}
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}
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/* -------------------------------------------- */
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async incDecQuantity(objetId, incDec = 0) {
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let objetQ = this.items.get(objetId)
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if (objetQ) {
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let newQ = objetQ.system.quantity + incDec
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if (newQ >= 0) {
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await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity
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}
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}
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}
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/* -------------------------------------------- */
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modifyConfrontBonus( modifier ) {
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let newBonus = this.system.internals.confrontbonus + modifier
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this.update({'system.internals.confrontbonus': newBonus})
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}
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/* -------------------------------------------- */
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spentSkillTranscendence(skill, value) {
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let newValue = this.system.skills[skill.categKey].skilllist[skill.skillKey].value - value
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newValue = Math.max(0, newValue)
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this.update({ [`system.skills.${skill.categKey}.skilllist.${skill.skillKey}.value`]: newValue })
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}
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/* -------------------------------------------- */
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getBonusList() {
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let bonusList = []
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for(let i=0; i<this.system.internals.confrontbonus; i++) {
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bonusList.push( { value: 1, type: "bonus", location: "mainpool"})
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}
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return bonusList
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}
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/* -------------------------------------------- */
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getCommonRollData() {
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//this.system.internals.confrontbonus = 5 // TO BE REMOVED!!!!
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let rollData = EcrymeUtility.getBasicRollData()
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rollData.alias = this.name
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rollData.actorImg = this.img
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rollData.actorId = this.id
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rollData.img = this.img
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rollData.isReroll = false
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rollData.traits = duplicate(this.getRollTraits())
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rollData.spleen = duplicate(this.getSpleen() || {})
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rollData.ideal = duplicate(this.getIdeal() || {})
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rollData.confrontBonus = this.getBonusList()
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return rollData
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}
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/* -------------------------------------------- */
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getCommonSkill(categKey, skillKey) {
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let skill = this.system.skills[categKey].skilllist[skillKey]
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let rollData = this.getCommonRollData()
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skill = duplicate(skill)
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skill.categKey = categKey
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skill.skillKey = skillKey
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skill.spec = this.getSpecializations(skillKey)
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rollData.skill = skill
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rollData.img = skill.img
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rollData.impactMalus = this.getImpactMalus(categKey)
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return rollData
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}
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/* -------------------------------------------- */
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rollSkill(categKey, skillKey) {
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let rollData = this.getCommonSkill(categKey, skillKey)
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rollData.mode = "skill"
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rollData.title = game.i18n.localize(rollData.skill.name)
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this.startRoll(rollData).catch("Error on startRoll")
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}
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/* -------------------------------------------- */
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rollSpec(categKey, skillKey, specId) {
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let rollData = this.getCommonSkill(categKey, skillKey)
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let spec = this.items.find(it => it.type == "specialization" && it.id == specId)
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rollData.mode = "skill"
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rollData.selectedSpecs = [spec.id]
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rollData.forcedSpec = duplicate(spec)
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rollData.title = game.i18n.localize(rollData.skill.name)
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this.startRoll(rollData).catch("Error on startRoll")
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}
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/* -------------------------------------------- */
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async rollSkillConfront(categKey, skillKey) {
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let rollData = this.getCommonSkill(categKey, skillKey)
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rollData.mode = "skill"
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rollData.title = game.i18n.localize("ECRY.ui.confrontation") + " : " + game.i18n.localize(rollData.skill.name)
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rollData.executionTotal = rollData.skill.value
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rollData.preservationTotal = rollData.skill.value
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rollData.applyTranscendence = "execution"
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rollData.traitsBonus = duplicate(rollData.traits)
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rollData.traitsMalus = duplicate(rollData.traits)
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let confrontStartDialog = await EcrymeConfrontStartDialog.create(this, rollData)
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confrontStartDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollCephalySkillConfront(skillKey) {
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let rollData = this.getCommonRollData()
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rollData.mode = "cephaly"
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rollData.skill = duplicate(this.system.cephaly.skilllist[skillKey])
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rollData.annency = duplicate(this.getAnnency())
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rollData.img = rollData.skill.img
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rollData.skill.categKey = "cephaly"
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rollData.skill.skillKey = skillKey
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//rollData.impactMalus = this.getImpactMalus(categKey)
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rollData.title = game.i18n.localize("ECRY.ui.cephaly") + " : " + game.i18n.localize(rollData.skill.name)
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rollData.executionTotal = rollData.skill.value
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rollData.preservationTotal = rollData.skill.value
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rollData.traitsBonus = duplicate(rollData.traits)
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rollData.traitsMalus = duplicate(rollData.traits)
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rollData.applyTranscendence = "execution"
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let confrontStartDialog = await EcrymeConfrontStartDialog.create(this, rollData)
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confrontStartDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollWeaponConfront(weaponId) {
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let weapon = this.items.get(weaponId)
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let rollData
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if (weapon && weapon.system.weapontype == "melee") {
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rollData = this.getCommonSkill("physical", "fencing")
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} else {
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rollData = this.getCommonSkill("physical", "shooting")
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}
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rollData.mode = "weapon"
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rollData.weapon = duplicate(weapon)
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rollData.title = game.i18n.localize("ECRY.ui.confrontation") + " : " + game.i18n.localize(rollData.skill.name)
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rollData.executionTotal = rollData.skill.value
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rollData.preservationTotal = rollData.skill.value
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rollData.traitsBonus = duplicate(rollData.traits)
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rollData.traitsMalus = duplicate(rollData.traits)
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rollData.applyTranscendence = "execution"
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let confrontStartDialog = await EcrymeConfrontStartDialog.create(this, rollData)
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confrontStartDialog.render(true)
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}
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/* -------------------------------------------- */
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rollWeapon(weaponId) {
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let weapon = this.items.get(weaponId)
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if (weapon) {
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weapon = duplicate(weapon)
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let rollData = this.getCommonRollData()
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if (weapon.system.armetype == "mainsnues" || weapon.system.armetype == "epee") {
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rollData.attr = { label: "(Physique+Habilité)/2", value: Math.floor((this.getPhysiqueMalus() + this.system.attributs.physique.value + this.system.attributs.habilite.value) / 2) }
|
|
} else {
|
|
rollData.attr = duplicate(this.system.attributs.habilite)
|
|
}
|
|
rollData.mode = "weapon"
|
|
rollData.weapon = weapon
|
|
rollData.img = weapon.img
|
|
rollData.title = weapon.name
|
|
this.startRoll(rollData).catch("Error on startRoll")
|
|
} else {
|
|
ui.notifications.warn("Impossible de trouver l'arme concernée ")
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async startRoll(rollData) {
|
|
let rollDialog = await EcrymeRollDialog.create(this, rollData)
|
|
rollDialog.render(true)
|
|
}
|
|
|
|
}
|